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andyc

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Everything posted by andyc

  1. I got a next level racing boeing sim rig - so the stick is already at the correct height
  2. don't have this issue with any other mods...
  3. ordered yellow spring
  4. So i definitely do have something wierd going on - and I can't see anything wrong with the bindings ! So in a hover and pulling collective up results in helicopter spinning to right and down and it spins to the left as though the collective is acting as a rudder - now my pedals are assigned to my mfg's. In the bindings window - i do not see this effect at all - ie collective just does collective, mfg just does the pedals... anyone else seen this ?? can i try deleting the config files from the inputs folder for the oh-6a to try and reset it all ???? See screen shot for current config - null the throttle works fine - and doesn't affect pedals and infact issue was occuring before i even tried assigning that... its definitely the collective acting like pedals
  5. thanks for heads up - i will have to go purchase a spring - i got mine second hand - so no idea whats currently in it I'll double check all the bindings....
  6. @BIGNEWY any chance getting some feedback on the above ? I am actually reluctant to buy the apache until i know this is fixed given how annoying it is. Slightly concerned it appears to have been known issue for quite sometime and doesn't appear to have registered on devs radar to fix it ?????
  7. yeah i had the same and i've cleared all them bindings - but i'll do another double check, the problem appears to be roughly below 60 knots - after that its fine. Does anyone remove the spring on their wh hotas on the cyclic ?? the constant return to center doesn't feel right to me when flying a helicopter... ???
  8. so i tried your settings @Marshallman and it seems completely unflyable ! immediate crashing on take off - lots of spin and hard to correct. i am using 1.1 version as well - even re downloaded it - question re the warthog - do you have springs still in it for the cyclic ?? Ah and i don't have virpil collective - just realised i still using the thrustmaster at present... just want to check re the figers are they minus symbols in front so where you have pitch 0 -50- 50- 0 is that -50 to 50 ?? i assume its just 0 50 50 0 ?? Cheers
  9. you got the same setup as me
  10. thats not the only mod creating those error messages - and infact when i saw them the other day - (after dcs update) I thought they might been reason why it was crashing on start until i saw the messages about the uh60l armed version issues... Anyway I've seen it with @T-Pap QE2 and his HMS illustrious as well as @Admiral189 HMS_Support_craft mod all doing it as well as Joey's Hermes mod
  11. Well I gave them a very detailed explanation (with in headset screenshots) pointing out in my field of view and where the center of my eye line was. Also pointing out that in my vision I could see what i believe to be part of the face guard - which it shouldn't be - so it is as though the whole thing is shifted up. I also notice a similar problem with the free uh60 mod with its head up display (although not as bad) - so i think there is clearly some in build projection code they all using. i have tried fiddling with repositioning the headset without any luck or it becoming very uncomfortable not practical. So it definitely does need fixing. I was hoping (ha) that it might been part of the next ah64d update. Not sure if its open for everyone to read but here's a link to my ticket https://www.digitalcombatsimulator.com/en/support/151979/ I might see if i can follow up on it and see if devs even have it on their radar Actually @BIGNEWY is it possible to find out - given its clearly affecting a lot of people if the devs have even looked into this yet ?
  12. thanks - yeah i soon found out i had multiple controlls all doing pitch and yaw ! sorted all that - just very twitchy when initially taking off...
  13. I logged a formal ticket over this - i have a quest 3 as well. I explained (with screenshots) that the projection of IHADSS is too high up in the view. @BIGNEWY I just saw the news today saying next patch release is ah64 related re fcr etc - any chance of finding out whether this issue has also been resolved ? If not can we confirm its with the devs and they have it on their todo list - cost its blinking annoying !!
  14. any one got any axis tunning recommendations ? I am using thrustmaster warthog for cyclic and collectve and crosswind v3 for rudder... its way too twitchy - added plus 8 so far to all the axis...
  15. so the aircraft getting stuck on take off is clearly an ordering thing. Question what is the difference between "taking off on ramp" and "taking off from parking hot" ?
  16. @beldin just been testing invincible with your update - the aircraft positions look great re side of ship now - however just thought i would mention a couple things i've noticed that if you put down say 9 aircraft, then after 1st one takes off the 2nd can't manouvre out past the aircraft in front and it gets stuck waiting for space. Also on landing the first 2 aircraft land fine but when the 3rd aircraft parks up it collides with the second one and catches fire and is then removed, problem is all subsequent aircraft then also try to park in the same spot and collide until the game removes the 2nd aircraft parked up - see pic (3rd aircraft is the bottom one). Also i assume its a game thing that when aircraft parks it flips it 180 degrees after its reversed up ? I'll send a pic so you can see what i mean about aircraft stuck - i might simply be putting too many down...
  17. does this require the flaming cliffs add on pack to be able to fly 1st person ?
  18. hmmm so you saying that the fuel load affects stopping distance ? which does make some sense, but the landing spot is almost half way down the ship (ignoring the ramp section) which also seems wrong to me ? need to see if there's any videos of where they land in real world. the problem is if i go lower than 70% it does a vertical take off and i want it using the ramp...
  19. so just been doing some testing - a clean f35b ie no weapons, will take off using the ramp, do 1 circuit and land vertically with 70% fuel. If I go to 71% it lands using rolling landing and goes straight off the end of the ship as per pics i sent earlier. So at this point there's nothing else i can adjust to stop that happening - only thing i can see is to move the landing spot rearward...
  20. interesting. I was playing with the av-8b on the carrier as well. Now the 1st 8 planes did a rolling landing, then number 9 decided to land right infront of the ramp. and then the remaining 8 or so also then did veritcal landings - all where identical interms of no weapons and fuel load - now of course number 9 and the rest had been flying around a bit longer waiting for the 1st 8 planes to land - although of course they was also waiting to take off... so you would thought fuel usage would been similar. I assumed that after number 9 blocked the ramp the rest decided they had to land vertically but then maybe not i've seen ai planes land ontop of each other... I am sure i saw somewhere in the me the ability to say prefer vertical landing... i will have to have another look... will have a play... however does your runnway mod determine the landing point for aircraft ? ie can it be moved back further aft to give em time to land slow down before ramp and return to parking spot ?
  21. @Beldin just trying out the vsn f35b mod - and set the aircraft to launch - all good, they then return to ship and do a rolling vertical landing (I've not set any waypoints at all), however they run out of deck - go through the ski ramp and drop off the end of the ship. Not sure if thats related to your runways mod ?? ie landing point to far along deck ? they touch down on the dark grey patch on the ship. Do you know if its possible to change behaviour to prefer vertical landing - sure i saw that somewhere... something like prefer vertical landing... couple screen shots...
  22. is that the only download option ? says downloads limited due to high download traffic
  23. shouldn't this thread be under ai / static mods ? none are flyable right ?
  24. no not going mad - the razbom is hms invincible r05 in the menu and t-pap is just hms-invincible. t ok - so looks like t-paps invincible model was actually being used even with the sa assets one - having moved t-paps out of the way - the model looks visibly different. So its no hitting the super structure but it is parked where the life raft canisters are - and wheels slightly off the deck (being a bit picky here) but thought let you know, guess its where deck curves slightly - see screenshots...
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